Module 2 - Foundations of Gto Flashcards
(9 cards)
Why do I need to have complete air (no pair no draw) in my turn bet range?
If I don’t have air but only “natural bluffs” like draws and value, I’m more exploitable.
If the draws hit I have very little bluffs.
If they don’t, I have blockers to villian’s folding range.
What types of hands GTO likes to turn into a bluff?
Complete air, low pairs and low pocket pairs.
The latter two of those can stuck an opponent when they hit trips/two pair.
What mistake people do with their draws? What should I do with draws? Why?
Always bet their draws; I should mix it up with the draws (put some in my check range and some in my bet range).
If I always bet my draws, turn goes check/check and river completes the draws, my range is very weak.
What mistake do people make with nutted hands? What should I do?
Always bet/raise. In order to be balanced I have to check those at some frequency. In position on the flop I mostly bet nutted hands but sometimes check.
Also, I should put nutted hands not only in my check range(and of course big bet range) but if I have a small betting range I can add nuts at some frequency to this range.
What bet sizing does solver utilize that I barely use?
Overbet both as value and as a bluff
Why is making loose calls with bluffcatchers like fourth lair is a pillar of GTO play?
Because in GTO world, we have to make those calls in order to not be exploited.
What’s the point of floating with weaker hands? Why is this a pillar of GTO play?
So I can have some hands to bluff the next street with.
Name all the pillars of GTO play
- Bluffing with air/low pairs sometimes
- Slowplaying sometimes with nutted hands
- Using big sizes sometimes
- Calling very weak bluffcatchers at some frequency
- Floating with weak hands on flop/turn
- Mixing it up with draws (sometimes check sometimes bet)